Jump to content
Dustloop Forums

DaiDensetsu

Members
  • Posts

    38
  • Joined

  • Last visited

Everything posted by DaiDensetsu

  1. It is not necessary to get black balls to enhance BRO. Regular balls can enhance it. The fastest way for that is just set then BRO. If you want the fastest way to get a black ball: Set > CR or SA QV > CR or SA Holding 2 ball then releasing is easier to charge but slightly slower YRCing can give a lot of black ball possibilities But because you want black ball into BRO. I'll say just a regular set or QV then CR or SA However, the opponents pressure is situational and matchup dependent. You don't need to directly make a sequence. You can move or wait then complete
  2. Venom library of ball formation: Venom P formation: https://www.youtube.com/playlist?list=PLu58Y-WztJJWtIzVUdtXp2MvjSVZr1AmH Venom K formation: https://www.youtube.com/playlist?list=PLu58Y-WztJJWNC7tg0bWH_LXkDGWsW_wE Venom S formation: https://www.youtube.com/playlist?list=PLu58Y-WztJJVVJWuEhw_vqQRGTTbc7auW Venom HS formation: https://www.youtube.com/playlist?list=PLu58Y-WztJJXrCn7TzkF5X77yKwTBpD5z
  3. Thanks, finally I made it visual
  4. The guide visually translated with more additions: I'll add more vids of course but currently this covers the guide visually. Hopefully it will be useful Dizzy theory: http://www.youtube.com/playlist?list=PLu58Y-WztJJX-ATWk_OobeMGhL1mxz7-f Dizzy normals: http://www.youtube.com/playlist?list=PLu58Y-WztJJUPSRS3mpThNbvoJP1Lbb Dizzy Specials: http://www.youtube.com/playlist?list=PLu58Y-WztJJXeCFzjU30P2f1-f0EShLaX Dizzy combos: http://www.youtube.com/playlist?list=PLu58Y-WztJJX3D00Jz_yy9p64gMUJb6yp Dizzy j.236P/K: http://www.youtube.com/playlist?list=PLu58Y-WztJJUlNyoB3PKv8MMfb3xwqsCv Dizzy 236S/HS: http://www.youtube.com/playlist?list=PLu58Y-WztJJW6tQsngN1wO8FrOymbWHkb Dizzy 236P/K: http://www.youtube.com/playlist?list=PLu58Y-WztJJWqKvCRgWPFuvmQNIt02m_4 Dizzy 214X: http://www.youtube.com/playlist?list=PLu58Y-WztJJWuDeeN4LxdFhyi3JAzoUzX Dizzy 421S/HS: http://www.youtube.com/playlist?list=PLu58Y-WztJJW3dMzCkXVoJmUvHkZoIw04
  5. Will make the guide visual in my YT channel: and I will add more content
  6. Guide is visual now in my YT channel Dizzy normals: and I'm adding more content
  7. Thanks, this is very helpful
  8. Additional little thing about 6HS: 6HS/Charged 6HS YRC is good technique. You can charge and make a fient or do it to escape from blocked strings.
  9. Hey, thanks for the helpful posts. I think Dizzy is different in Xrd. I didn't play the older games but watched some videos and felt its different because in Xrd, there are different stuff, mainly YRC. I think Time management is very crucial thing , YRC allows different things in Xrd like combinations/sequences, buying yourself time to put more summons or position yourself. Dizzy is very meter dependent I think and the early game is an uphill battle. I agree with you that some moves needs to expand the hitbox like j.236p/k and 236s/hs. Its unfair to lose a match because your well-calculated move or your combo ender whiffs. About j236p,236k: Whenever I have the chance, I give them priority but I still need more ideas to make them more useful. Doing bubbles>YRC>hit helped me to keep opponents away (Both P and K), it was something like feeling, If I feel they will be very close, I use P bubble YRC and If there is little distance, I use K. Other uses of bubbles is movement unpredictability and buying aerial time to escape..etc. Maybe not easy to hit the opponent with a bubble but when you do try to be ready and don't miss the oppurtunity, I lost much oppurtunities by not noticing. After bubble hit: 4S, 6HS, 6HS(Charged) or air combo are some of the options, I prefer Charged 6HS if you are close and ready because it gives kd time but if you want some time you can use 4S. For raw landing, its depending on the height, I use j.K and j.HS, Late j.HS worked great for me and if it hits you can connect 2HS, it has other uses also and needs more testing and if you get CH its fantastic . I don't know about j.D but its fast and needs some testing and if you hit with it, the reward is good. For IAD: some of the strings availabe: j.KPHS , j.KSD (whiffs on crouching), j.KPS(Delay j.S to not whiff on crouching), j.KPPHS(cannot be very low). Because you want to exclude the j.p>j.hs, the enders are limited to j.p, j.k and late j.s(needs timing). j.D is out because it needs j.S. IAD>j.D hits crouching but if they block the 2nd hit whiffs and no strings happen when landing. As for after landing, I think prioirty goes for jump cancellable normals. If you have meter and they are blocking, you can use 6P>6HS>YRC to be safe I think 2D>D Fish or a fast special is a good option? About throws: yea there are many decent options, others like IAD, or 5k>air combo. You can use the kd time to set a summon or a bubble near the opponent (possibly a bubble setup?). I don't know if its worthy but you can rrc 4s when staggers and combo with a throw About D Fish: I think its pretty useful specially against zoners. The good thing that its fast and maybe something good to end strings/combos with 421HS YRC: It has different possibilites, mainly two. With or without holding. With holding, you get something like eddie. But without holding, its possible to keep them up and send them by hitting HS but it requires certain timing (holding breifly, a bit after YRC starting). For Using one or two and holding the others, its a specific time of YRC breifly after the creation. Thats all I have for now, hope I helped you
  10. Just a little addition about D Fish: Uses: Variety because of its speed, Counter (specially for opponents with projectiles, long range attacks), Fient, Gurading to add second summon. Normal and movements followup: D Fish is filler. Special followups: 236p, 236k : Covering the air and the place of the ground where they might hit (beats air+hits) 421s, 421hs : Works if you condition them to retreat or doing nothing. (may beats air attempts specially with 421s) 236s,236hs: depending on the matchup, this may make a safe pillar attempt? j.236p, j.236k: I think it gives great coverage. (Beats air or ground depending on timing/spacing) YRC for more time to act
  11. I never talked about links in this topic. I'm covering different topic which you clearly didn't understand. I'm talking about fighting games in general and never about specific sub-genre and in an abstract sense. If someone don't know the interval of a normal, he will miss an opportunity and thats a part of what seperates a good player from a new one. This may look obvious to you but for new people its not. And you don't have to say stop the act becsuse im not acting and I'm not teaching the good people here. Im just writing some info. Thanks!
  12. Hi everyone, I'll put a guide showing how to solve the common problems using an arcade stick and how to use special techniques...etc Stick mastery road is endless as the combinations are unlimited and you may look for some examples like Sako or Desk as being true Arcade stick masters. You don't have to be like them, you can have your own way and you can be proficient with what you need only. Direction and buttons notations: I'll use numeric for directions and SF normals for buttons 789 456 lp mp hp 123 lk mk hk What grip should I use? Different hand sizes and physics matters, and personal preference plays a role also so there is no certain grip for the stick. If you are comfortable with a grip or if you like a certain grip, choose those (The comfortable one will be easier for you and the one you like will push you to the limit even if its hard). Try going to each direction with your grip and do clockwise/counterclockwise full circles to check your grip. You can use any grip with practice, so if you really like a certain grip but feel its hard, stick with it and keep practicing. How many fingers should I use? Actually its depending on the game and if the game is not demanding, one finger actually is more than enough. However, additional fingers will help you. So, again, its all about your preference and the game you are playing. For singular presses, you can use one finger or more to divide the buttons. For multiple presses, you must use multiple fingers. You can use whatever fingers you want but the most common one for singular presses is the Index, Middle and Ring are for mediums and heavies usually and thumb for lower parts(lk,mk usually). Little finger is not common but can be used if you are ok with it. Examples: Single finger: hitting the six buttons for non-demanding games Two fingers: To divide the buttons (ex:lights and mediums for index and heavies for the other finger) and for multiple presses (ex:lp+mp) Three fingers: To divide the buttons (lights,mediums,heavies for seperate fingers) and for multiple presses(ex:lp+mp+lk) Multiple presses examples: (lp+mp+hp): Index+Middle+Ring (lp+hp): Index+Ring (lp+hk): Index+Little (lp+lk): Index+Thumb (lp+mk): Index+Thumb (lk+mp):Middle+Thumb (mp+mk): Index+Middle (mp+hk): Middle+Ring (lk+lp+mp): Thumb+Index+Middle (lp+mp+lk+mk): make your fingers close to each other and press by the whole fingers not only the tip How should I press the buttons? Pressing the buttons should be swift and not hard. Hard pressing will not give you any advantage while swift one will give you more time and you will utilize this time (combos,reactions...etc). Practice hitting the buttons swiftly instead of hitting hard or wasting time on unnecessary delay. You will get faster with time but keep in your mind to be as swift as possible. This is an example for Sako hands (very advanced but will give you an idea): Hovering your hand: Many players put their hand on the empty area of the controller and just move little to press with their fingers. Thats not wrong, but hovering your hands and moving your hand in the air while it seems tiring specially when you are not used to it (Like the way done by Sako in the previous video) will give you more time and that will improve your reactions and make your button presses and sequences faster. Double Tapping: A special technique used to minimize input drops. Start with middle then index in the singular motion (may be tiring at the beginning until you get used to it). For a succesful fastest double tap you get one frame gap only between the two inputs (ex: lp,1 frame gap,lp). Keep practicing to make it faster and this is a video showing how to do it. I can't double tap lp: A common problem for double tapping. Know and keep in your mind the location of the lp button, then start at a higher point when starting to press so you don't hit other buttons. Piano: Not used much but still a special technique used previously for minimizing some combo drops or for certain inputs (like SF4 chun-li). You press successive buttons with different fingers just like the piano. It needs long time to master the different combinations and its not used much nowadays so mostly it will be skipped. Holding: Holding a button can be required for some games/characters. Its very easy to do but need practice if you want to use other buttons. Usually Little and Thumb are used to hold while hitting the other buttons with the other three fingers. ----------- Now we will talk about Directions and how they frustrate players, I'll try to cover common problems as much as possible. Note that most of those barriers like "I can't do it" or "I'm not fast" are usually just mental illusions and you just need to practice to do them. Directions: Try to imagine the square-gate or any other type as buttons that you must hit by moving the stick. So if you do 236lp you get a hadouken, you are hitting 2>3>6>lp. Its never a true circle so dont decieve your mind by that. Focus on getting motions right first then speed up little by litte. Don't rush things because the stick (specially square-gate) is sensitive and an error can be very costly. Remember also that you must press buttons after completing the motion. Charging: Moves that require charge are not hard at all in stick but you may get mistimings and not do a complete charge/drop the charge. So focus on the point that you start charging. For fast charging you need to start charging at the moment you start the previous move (jump,attack...etc). example: 1(charge)>7lk(Flash Kick)>1(immediately after 7lk press). So you go from 7>1 very fast. You may not be very fast at the beginning and drop the charge but do a special practice by going up/down, left/right. Start slowly, then speed up little by little. Also focus to get the full charge because sometimes its only your timing mistake. I can't do a Hadouken: Maybe you are very slow or you drop some directions. If you are slow, don't worry, just keep doing it right and it will speed up. But if you drop some directions: 23 instead of 236: You are not going up enough, try doing 2369 to eliminate the error of not getting 6 and fixing it with time 36 instead of 236: You are not starting from the usual starting point, try doing 1236 26 instead of 236:You are moving diagonally without hitting the direction, remember that I said think about them as buttons, Focus on hitting 3 26 and 236 general problem: In some games like GG, you have do a crouching normal then chaining it with a forward normal. To not get mixed with a hadouken motion, Try doing this 2>5(neutral)>6 instead of going directly. I can't do a dp: Same concept as hadouken, but you mostly don't do it as it should be, try doing 623 and holding 3 so it not go anywhere else and mess with your input. 23 instead of 623: Focus on hitting 6 first 63 instead of 623: try doing 6123 to eliminate the error 62 instead of 623: Focus on ending it with 3(your holding point) I can't do something (supers...etc) on one side but I can do it on the other one: Doing it on one side is way better than not doing it at all. Try to learn from and imitate your working side. Don't forget that its an illusion saying you can't do, just do it slowly and practice until you speed up. It might be frustrating but be patient and you can overcome it. Mostly you are not doing it in a match because you are not calm and want to do it as fast as possible which is mostly not necessary. I can't do circular motion (command grab usually): You are not doing a full circle, you are only hitting 6 or 7 directions (depending on the game). So you start from 6 or 4 and hit the following directions until you reach 7 or 9 for 6 directions and 8 for 7 directions (632147[8] or 412369[8]). Practice by warming up as mentioned in the beginning by doing full circular motions, this both ensure you are hitting all the possible directions and make you practice the motion itself. I'm confident with my execution but moves not showing: Your execution is perfect but the problem is something else (most probably timing) I can't dash/airdash ..etc but I'm sure of my input: Directions are like buttons but you must hit and hold in the correct timing to make it come out. Dash(66) is usually fast and Instant airdash for example (96) in games like GG needs specific timing, you hold 9 very shortly then hit and hold 6. I can't do Instant air stuff: Usually instant air is just adding 9 or 8 after completing the motion. Simple talk but needs practice and don't forget timing is the main problem (button press and jump). so for example 2369, you can do it correctly but if you hit the attacking button early you will get grounded version 236, if you delayed it slightly, you will get the aerial one. If you delayed it too much, you will get a higher aerial version. Its all about hitting 9 or 8, if you can't hit those directions, practice hitting all the directions and doing circular motions..etc My super 236236/214214 is not fast enough and I can't get it by cancelling a normal: For some demanding games, you must or have option to cancel the normal to a super very fastly. However, you think you are slow while you probably not. Its because of being a tiny area and you are traversing it repeatedly. If you are confident with your speed add some extra input like "2361236". Alternatively, you can physically move your hand and enclose the quarter circle stick area so it be like a little circle "2365", and after that you can do two fast mini-circles and get the super. ----------- So generally directions are simple on paper but just need practice and practice, and don't let your mind fool you by saying you are slow or can't do certain stuff because you actually can overcome those. To overcome any situation: 1- If you are missing any direction, try hitting one or more adjacent direction to ensure hitting it and eleminating the error eventually. 2- Try to hold the final direction briefly so you don't mess your input. 3- For complicated motions, break them down and practice the parts first. 4123641236 can be acheived more easily if you mastered the single 41236. 4 - Sometimes, you must focus on the direction so you don't miss it instead of adding adjacent inputs. 5 - Sometimes its not your motion problem, timing and button pressing timing ...etc may be the problem 6 - Go for the longer way to ensure the shorter one or even make it faster if you are still slow (example:41236 instead of 236, even some top players do this technique) 7 - Remember that most of the barriers are only illusions that you can get rid of by being patient and practicing. 8 - Practice simple stuff, you may not miss 236 but why not improving it. 9 - Practice different combination of movements even if not practical. It will make your movement more smooth and precise. 10 - No need to be very fast and miss if you have time to do it slower. Try to do things slowly then go faster little by little.
  13. Hi everyone, I don't know if this is the proper location because this is general for FGs. Maybe obvious things but I hope it helps. There is always a gap (usually big) between noobs and pros in FGs. However, the gap can be minimized and actually it remains bigger than what it should be because of many aspects but we will focus here on the abstract ones that everyone can acheive. Stuff like training, some game specifics, muscle memory and practical aspects will not be included. Instead of what everyone tells you and the "get good" or whatever they say, I'll try to tell you how to improve yourself by having some abstract understanding. Instead of giving you a tremendous amount of technical "parts" like frame data, I'll try to give a whole image. Some of what I'll say will look obvious but its important to know. Please also note, this may helps everyone not only noobs. 1 - What is the game? Usually, you have two characters fighting each others and your goal is usually to reduce your opponent HP to zero. You will have a specific time limit for rounds or matches and a certain space to move within it. You have specific tools "Attacks" that has a certain space(usually called hitbox) to achieve that and you have defensive options to stop your opponent's attempts. To reduce your opponent health, you must hit them with your attacks. So here what we have: * Time limit * Stage or Arena space * Two characters (or more) which occupies a space within the stage * Attacks that hit the opponent to reduce damage (by making the hitbox contacts with the opponent) Why I'm saying this when its very obvious? Because many new players don't know whats happening. They just press buttons and don't know what to do. Stay calm and try to hit your opponent. When a new player whiffs random normals without looking at his opponent, this is a big mistake that can be avoided from the beginning and will give a big improvement. Mental preparation is always a good thing. If your opponent is in the air, hit them with anti-air ....etc 2 - The whole technical image: They always tell you this frame and that pixel but they don't tell you the whole image and that may confuse you or make your play looks strange somehow, you are doing whatever you want then in specific situations, you are hunting those details like frames. If you keep in your mind that those details are always there you may improve (mid-level and high level specially). So for beginners: You have Time limit, lets say 60 seconds and if your game is 60fps then you have 3600 frames per round. You are going to fill those frames or lets say "time intervals" with your actions (moving, attacking..etc) Imagine it as a video and in the following we use SF Ryu as an example: and of course the space is also there, so we have two interrelated aspects which are time and space (Frames and pixels). Why I'm saying this? Because most people tend to think about technical details for specific situations while its much deeper than that and its actually for the whole match. Of course you can approximate because its almost impossible for a human to play a frame/pixel perfect game. However, you can create well-timed scenarios with correct timing and spacing without them being setups, combos or other common things. For begginers: The importance of this will come in the next points. 3 - Humans vs machines Fighting games can be dull for machines, when the machines block everything, attack at exact ranges and can do impossible things (Like a complicated motion in one frame). But for humans, its different, you will have errors and you will not block everything so thats why FGs is more about human errors. Mixups for example will work on humans but will not work on a strong AI. Why I'm saying this? To know what to learn or avoid when you play against a cpu and when you play against a human. Many things also like tier-lists are debatable because of this concept. Machines(On-paper) will give you very different tier-list than Humans(which is practically variable also) 4- The new players and pressing buttons: New players usually are in two categories, the ones who mash as much as possible and the ones who hardly press any button. The first one thinks he will land attacks all the time and the second one don't know when to press. If we tell those two players about frames and intervals we may have two better players using normals at better times. So If we say: Move X has 30 frames. Usually the players will have a gap after inputting Move X like in the following scenarios: * New player not pressing anything: Move X(30 Frames)-> Gap(200 Frames) ->Move Y * New player mashing: Move X(30 Frames) -> Gap (Variable but can be very hight) -> Move Y * Good mid-player: Move X(30 Frames) -> Gap(20 Frames) -> Move Y * But if the player knows the correct timing: Move X(30 Frames) -> Gap(0~2 Frames) -> Move Y Notice the difference and how you properly "Fill the gap". Examples: *Ryu cr.mp(whiffs)->Gap(0~2)->cr.mp *Ryu cr.mp(whiffs)->Gap(0~2)->cr.mk->Gap(0~2)->Hadouken *Ryu st.lp(whiffs)->Gap(0~2)->st.mp(whiffs)->Gap(0~2)->Shoryuken Notice how more scary the new player will be if he knew when to press buttons and making true sequences by filling the gaps. Why I'm saying this? Note than you can delay your hits on purpose. Generally, for a beginner or even a higher players, if they knew they could hit directly after certain intervals(and of course despite the visuals sometimes and according to frame data), they will do more stuff and can be much more stronger. As we said before, its like a video and you are filling it with your actions. You have for example 3600 frames for actions, why not utilize as much as possible of them? 5- Forming blocks/strings: Usually after hitting the opponent in some games, you can do special additions like cancelling or chaining, whatever it is, you make a big block of actions together instead of one. However, the timing will be different than whiffing and you may be at disadvantage sometimes. New players usually don't know about difference between intervals in whiffing/hitting scenarios and what to do next. 6- Know your options and what you can do next: You did something and you can do many things after that as sequence. Keep every option in your mind. This is an example of some of ryu possible sequences (Actually there are many many options to do). Sequences are not limited to any number, you whiff for example 10 moves and you can add the 11: You have many options available and if you keep in your mind the different possibilites, you can deal with a variety of situations and can be unpredictable.
  14. Timing and spacing. You must be very close also to hit with 421H. If the charged 6H whiffs you probably doing it very early/high If you are close and 421H doesn't hit, you probably cancelling very late,not doing a full charge or doing the charged HS very late/low. Try practicing this part separately, to know the timing of charging and cancelling
  15. Actions after Fishes: Aerial Fishes: Aerial Fishes can be followed by the same things followed by a bubble but the recovery is more so you need to be higher if you want to follow with a jump or IAD ..etc Normal followup: Aerial Fish>Airdash or airbackdash Aerial Fish>Jump or IAD (need to be high enough) Aerial Fish>Aerial Bubble Aerial HS Fish>Dash>Aerial Bubble(Hit) IA aerial fish: - IA P and K fish: Covering little air then ground instead of all-air or all-ground - IA S Fish: Very High laser - IA HS Fish: A good laser position (in the middle between the ground S and HS laser positions) - IA D: Higher counter which may has its own uses? Ground Fishes: Ground fishes are slow and usually the combinations with the previous ones are same but in reverse order of hits. Normal followup: P Fish>Dash and do your combo or mixup K Fish>Do a long dash or IA double airdash/airdash to hit your opponent and combo (depending on position/situation) K Fish>IA Double airdash or any cross movement for a mixup (depending on position) S Fish>Dash>Jump (to get guarded by the laser) HS Fish>Long Dash>Combo or mixup (depending on position/situation) D Fish>Anything Special followup: P or K fish> Wheel (Corner frametrap/deadlock) K fish> Ice missle (Fast double tracking, P fish the same but with no tracking) K fish> Fire missle (Double tracking but not as fast, P is applicable also) P or K fish> Pillar (Safety net or frame trap) S Fish>Wheel (if your opponent in the air or you predict a jump, multiple air hitting) S Fish>Dash>Jump>Bubble(Hit) S Fish>Missile (Much variable scenarios but will give you good control) S Fish>Pillar (Combo on hit) HS Fish>Missile (same as S but grounded , however, the opponent will be pinned after the laser block which might increase the possibilty of hits afterwards) HS Fish>Wheel (If they jump, they will face this) HS Fish>Pillar (Safety net but need timing/positioning) YRC: You get more time to act after summoning which increases the possibilites, following with wheels or missiles is the same but alter the order the hits or make them go simulatenously : P or K or HS Fish>YRC>Dash or IAD>attack (Safety net but with different timings for each fish) P or K or HS Fish>YRC>IA double airdash or any cross movement (mixup) HS Fish>YRC>Long dash>attack (Safety net, usually full screen or far range) P or K or HS Fish>YRC>Pillar (Frame trap or safety net)
  16. Actions after Missiles: They will go tracking your opponent, so the results are limitlessly variable. Normal Followups: IAD in some situations will give you an offensive oppurtunity if they are blocking. Dash>Jump so you get to the starting point of the missile. Dash also can be used and your opponent may jump so you can get to the other side and escape the corner in some situations. Special Followups: Depending on the opponent action and your position, results will vary and you might get some time to put other summons: - Fishes will pressure them, specially the K one because both will track the opponent. - Pillars will have a safety net by the missiles (need to be fast and well positioned) - Wheel might catch the opponent if they jump. - Bubbles will only get more time and has no special effect unless you do a fully charges Fire missile>Jump>Ice bubble (Hit) YRC: With YRC there are much more options specially for Fire missile because it can be held - Missile>YRC>Wheel (Much screen coverage) - Missile>YRC>Pillar (Reliable safety net) - Missile>YRC>Fish (Less gap , P can combo when close , K can combo from almost all ranges) - Missile>YRC>Jump>Bubble (Hit) - Fully Charged Fire Missle Hold HS YRC> Jump> Bubble (Hit) (Must be on the location of the three missiles) - I think there is a strict timing to make missiles stop in the air without holding HS, therefore the following: * Charged Missile (timing)>YRC>Anything * Charged Missile (Holding HS)>YRC>Anything Except HS button and you get FD if you press "backward+other button" so be careful
  17. Actions after pillars: Pillars are usually enders of the combo/string so they can't start a sequence without YRC. Hitting with YRC actually is a hit attempt and if you hit you'll follow with a combo or do some summons. But after block you can add things. Normal followup (after pinning withYRC): Dash for pressure/mixup or Air backdash for positioning. Special followup (after pinning with YRC): Generally, giving you more time to summon. Pillar>YRC>Pillar (frametrap or pushback) Pillar>YRC>Missile (frametrap?, pressure or buying time for summoning the missiles)
  18. Actions after Wheels: Wheels can't start a sequence because of their slow starup and recovery and the fast speed of the projectile but with the strong YRC its possible. However, the options are still limited and the function as starters is constant. In midscreen, it will only cover the ground as a guard and cover some aerial space regardless of the other summons. In corner, it will function as pressure/deadlock/frame trap. Normal followup after YRC: Dash then jump with the wheel to get aerial guard. There are limited sequences for Fire wheel and IA Bubbles only: Fire wheel>YRC>IA Ice Bubble Hit Fire wheel>YRC>Dash>Jump>Bubble Hit(Both versions can be done)
  19. Actions after a generating a bubble: The difference between the two bubbles is the timing, so we will deal with them both as the same thing and you just need to adjust the timing. Bubble hits on the ground can form a guard for you. Notice that all aerial summoning can be used for something like move unpredictability, saving you from a ground attack or generally buy some time in the air. Normals and movement followups (All while in the air): - Direct hits. - Airdash>Air Backdash>hit or Air Backdash>Airdash>Hit - Jump>hit (can't be performed on low bubbles) - Forward jump>Air backdash>hit - If the opponent is near you can do a delayed Aerial IAD and hit the bubble from the other side (can't be performed on low bubbles) or you can use this to maneuver or escape. Special followups: - Aerial Ice fishes (P or K): might hit the bubble or not. May give some aerial space to deal with the bubble but will take long time. - Aerial Fire fishes (S or HS): Very slow but if the HS land, it will hit the bubble while covering the air. S will be very high, situational? fient? - Aerial Counter fish (D): This one is fast and possibly practical, will give you a guard so you can move or hit the bubble with less risk - Bubbles>Air Backdash>Aerial fish is a good sequence specially the HS - Pillars: If you position yourself after landing and hit the bubble with a pillar it will give you a safety net. - Wheels: If you are near a grounded bubble and you hit it with a wheel, it will form a guard. Aerial bubble hit will not add to the space but damage/advantage only. - Fish: Aerial bubble is hittable S fish and grounded/low Aerial can be hit by P,S,HS fishes but K fish is depending on the opponent position. Otherwise, if no hit its just adding more space control or counter (D fish). - Missiles: After landing, if the bubble is close to you and not very high, it will get hit and can guard but if you are far it may hit or not depending on the opponent's location. (IA Bubble>66>Missile as an example to hit the bubble) YRC: Generally YRC the bubble or the followups will give you more time which may be useful.(Bubble YRC>Bubble hit is fast for both bubbles) Mirror: Hitting the bubble with the mirror can make a safety net but you should be very close or actually in front of the bubble because it will move while you activate the overdrive.
  20. Combos: Naming in the first post will be abbreviated and the first letter will add the element. (Ice pillar: IP, Fire pillar: FP ....etc). and please not that there are many combos available and I'm just listing some examples. Abbreviations: IP: Ice pillar FP: Fire Pillar IW: Ice wheel FW: Fire wheel IM: Ice missile FM: Fire missile MO: Mirror Overdrive "P" FO: Flame Overdrive "S" LO: Laser Overdrive "HS" Other abbreviations: IA: Instant air CH: Counter hit 1 - Basic Ground Combos: Any normal gatling as mentioned before usually ending with 5HS or 2D and usually cancelled to Ice pillar or you can use other special if you want to mix things up. Examples: *5P>5K>IP *2K>c.S>5S>IP *5S>5HS>2D>IP *c.S>6P>5HS>IP *5P>5K>5S>5HS>2D>IP 2 - Basic aerial combos: You have the choice to do one jumping or two jumpings. One jumping will give you more time to summon/move because you will land quickly but less hits. Focus also on getting two hits from the j.D to launch the opponent higher and get more time. You can cancel to bubbles or fishes at the end if you find it useful. Examples: One jump: j.PSD, j.PKHS Double jumpls: j.PPS>j.KSD Mid-range: j.SHS, j.SD 3- Crouching combos: For crouching opponents, you can add 2HS to launch the opponent in the air. Combo structure: *Ground combo>2HS (air launch)>Aerial combo or Flame Overdrive * Jump-in combo>2HS (air launch)>Aerial combo or Flame Overdrive Examples: *c.S>2HS>FO "Flame Overdrive" or Aerial combo *Gatling into 6p might be useful for confirming so: c.S>6p>2HS> .... *2P>5K>2HS>..... 4 -Jump-in combos: If you do a raw jump-in without dash you only have limitled options like : j.PP, j.PK, j.KP, j.KHS With low airdash you get more possibilities: Examples: *Airdash> j.KPPK> Ground combo *Airdash> j.KPHS> Ground combo *Airdash>j.KPPHS (can connect 2HS afterwards on standing opponents)>Ground combo or 2HS combo *Airdash>j.KSD (launchs opponent)>6HS (knocksdown)>cancel to anything 5- Anti-air combos: Usually a part or normal that is jump-cancellable followed by aerial combo. Examples: c.S>Aerial combo 2S>Aerical combo c.S>FO 2HS>MO "Mirror Overdrive" 6P>6HS>cancel to anything 6HS (charged)>LO "Laser Overdrive" j.S>IAD>j.PSD (j.p should be as fast as possible) 4S>IP 6- Dust combos: Air dust is the same one as the combo trial in the game. Ground dust is the same also but can have variety. 5D>5HS>6HS>IM>c.S>IM(Hit)>c.S>2HS>FP (The part after the IM hit can be changed to a ground combo of your choice) (You can change 5HS at the beginning also if you have a problem with timing). I found another one but don't know if its better or not: 5D>2HS>IM>6P>6HS>cancel to anything 5D>5HS>FW>Ground combo 7- CH combos: There are many but I'll list what I found 5K CH>2HS>... c.S CH>5P or 2P or c.S (Link)>Ground combo 6P CH> LO 6P CH>2HS>.... 6HS CH> LO 5HS CH> LO 5HS CH>5P (Link)> Ground combo 2D CH>FP or FO MO CH>IP or FP or 2K or 2D (after midscreen wall bounce) MO CH> Ground combo or 2HS combo (after corner wall bounce) 8 - FO followup: FO>Dash>2S>Air combo (Close range) 9 - Throw followup combos: Same structure, you hit then either knockdown or end with ice pillar. For Aerial throws I didn't find a followup because it throws the opponent very far. Examples: Throw>Dash>SHS>IP Throw>Dash>5K>4S>IP Throw>Dash>2P>6P>6HS>cancel to anything Throw> 2D (little delayed) 9 - RC and corner combos: The variety is very huge but I'll try to list ones that gives general idea: 4S>RRC when staggers>Throw>Throw combo c.S or 5HS>RRC>5D>Dust combo(either air or ground) Ground combo ending with 5HS without cancelling>RRC>Ground combo 2D>RRC>Dash>2HS combo c.S or 5HS>IW>RRC>5P>5S>IP c.S or 5HS>FW>RRC>66>5P>5D>Dust combo (timing is little hard) Aerial Thow (Corner)> RRC>Bubble>Air backdash>Air dash>j.HS>Bubble (Hit)>6HS>cancel to anything Pillar loop: Ground combo(Corner)>IP>RRC> HS Fish>FP>FP>IP>RRC>HS Fish>FP>FP>IP Here are some videos showing some of the many RC and corner combos: 10 - Bubble combos: If you can manage to hit with a bubble, you will have more combo possibilites because it gives you more time to land combos. Examples: IA Bubble>j.P (hit)>Bubble (hit)>Air combo IA Bubble>j.P (hit)>Bubble (hit)>6HS charged>LO I hope this helps and I hope to see more discoveries. HS overdrive can be in combos and 5D also, very interesting. Next I'll cover summoning sequences and combinations.
  21. Special Moves: Pillars: - Pillars are a constant ranged attack covering a limited vertical space. - Position yourself well and use them to prevent the opponent from advancing. - Usually the combo enders after a Gatling. 1- Ice pillar: * Fast but less safe. * For ground combos. * Hits less range vertically. * Pin your opponent with YRC and go for mixup or reposition. * Go for a combo if it hits after YRC or do more summons. * It can extend combos after RRC. 2- Fire pillar: * Slow but more safe. * Little more damage. * For aerial combos/2D CH. * Hits more range vertically. * You can pin/frame trap with it. * Gives more time for knockdown. ------------------------------- Missiles: - Missiles can be used as a vertical anti-air and as a projectiles that track your opponents. - They do two hits when they hit vertically because it goes up first then go tracking your the opponent. - When used far, they track your opponents, but they may miss due to opponents movement. However, you can control and act accordingly. - When used mid/close, the accuracy increases due to shorter time and less range. If your opponent closed the range or you block his attack, the missile can guard you and you can turn the tide. - Several uses including pressure, combos, safety net. - Covering a little vertical space up you and a variable line depending on the opponent location. - Useful for Bubble loops in corner or bubble extension in general because the 2nd hit will hit the bubble. 1- Ice missiles: * Faster startup and projectile speed. * YRC and control your opponent. 2- Fire missiles: * Slower but can be charged into multiple missiles. * Multi-hits * YRC has different scenarios depending on the timing. You can immediately YRC for similar effect as Ice missile YRC or you can hold them by holding HS and move then release them before they move automatically. ------------------------------- Fishes: Fishes are a variety of objects with very different actions. All of them have aerial versions but with more recovery. Generally YRC will give you more time to act which is useful because most fishes are slow. RRC can lead to some combos like pillar loops. 1- Ice Fishes: * These fishes bite, a repetitive sequential ranged attack (P hits 3 times, K hits 2 times). * P Fish hits with static range and timing while K will track the opponent with the first hit. * P is more useful in close range and corner. K is more useful in mid/far range and can get you space or lead to mixup. Try to mix them to confuse your opponent despite of the range. * K is slower than P. * Variety of uses depending on the timing/spacing. 2- Fire Fishes: * S Fish for high laser, HS Fish for low laser and D Fish for counter. * Laser fishes are slow but the counter fish is fast. * HS and S Fishes are covering a horizontal line either in the air or the ground which may pin your opponent. * If the opponent hits the D fish, you can go for a combo or reposition and summon again. * Because of its speed, use the D fish sometimes and do other summons. This will guard against certain attacks while you do the second summon. * S Fish is more active than HS Fish (more aerial time). ------------------------------- Wheels: Wheels go on upward arc which mainly covers a little grounded area and a nice amount of aerial space. The most useful YRC because its very fast and the projectile will still come. Uses are a variety such as anti-air, pressure in corner or cancelling normals sometimes. 1- Ice wheel: * Fast * Hits once * Less damage 2- Flame wheel: * Slow but advantegous * Multi-hits * More damage ------------------------------- Bubbles: Bubbles has several uses and are good for neutral to give you oppurtunity to hit your opponent with either normals or specials. Bubbles can give you more advantage and defensively can make a safety net while offensively they may start or extend a combo. You can choose to cover the ground by pressing/holding down immediately after summoning. 1- Ice bubble: * Fast to generate and burst after a hit * More traveling time and less active hit time * Lower point of starting 2- Fire bubble: * Slower to generate and will not burst immediately after a hit * Less traveling time and more active hit time * Higher point of starting (Dizzy will go more upward than Ice bubble) ------------------------------- Overdrives: Flame Overdrive "S": * Great for certain combos, covering space, anti-air, ...etc * Little delay if you want to continue summoning. * Good damage Mirror Overdrive "P": * Less damage but good in some situations to keep opponents away from you. * On whiff, less delay to summon/move/anything due to little active time. * Can reflect projectiles, while it seems expensive, it can turn the tide specially because of the previous point. Laser Overdrive "HS": * Consumes all the meter. * However, I noticed it being comboable in a variety of situations. * There are some tricks for execution: You can do it slowly, or you can partition it to two parts which may be useful for normal cancelling, (646, 41236): You can add something in between and do it fast and it will come, I cancelled a low normal by putting it between the two components (646, 1S, 41236) for example
  22. I'm going to put some info about normals now and please note the following: 1- Things like combos aren't tested on all characters/situations but only a generalization. 2- If there is some additional information, feel free to help and write whatever you found. 3- I'll try not to write repetitive stuff. (If a combo for example happens with a lighter normal, mostly it will happen with a heavier normal). ------------------------------- 5P: - The fastest normal you have. - Good range for a P attack. - Gatling to everything but does not combo to HS and D buttons. - S overdrive can combo when being close. - Whiffs on crouching opponents as a starter. Will not miss if its inside the combo like 2p>5p. Other situations not tested? - Pillar wiffs unless you hit with exact range and is not comboable. - If blocked, make a longer chain ending with HS or directly chaining to hs or 2d as frame traps? - As anti-air can be continued with following combos : *4s>pillar *6p>6hs if hitting late *any aerial combo starting with j.p *combos to 2s in some situations -CH for aerial opponents can combo to: *2HS *5HS *6HS *any jumping attack *Ice wheel *S (Flame) and P (Mirror) overdrives ------------------------------- 2P: - Only a frame slower than 5p but gives you less disadvantage. - Slightly longer range than 5p. - Not jump cancellable. - Gatling to everything except 6HS. - Same chain comboability of 5p applies. - Pillar will not whiff when hit by exact range but still not comboable. - For aerial opponent hits either do: *2p>c.s>aerial combo *2p>6p>6hs ------------------------------- 6P: - Better horizontal reach than 2S as anti-air and a good counter-poke. - Gatling combos to S, 2HS(crouching), 5HS, 6HS, 2D. - After hitting aerial opponents you can continue with : c.S , 5HS ,6HS, 2S, HS overdrive (Laser). - CH : Juggles opponent in the air and gets more combo options by 2HS. ------------------------------- 5K: - Slower but better range - Gatling to to 6p, S, HS(except 6HS), D - Comboable to everything except 2hs (crouching only) - Can combo with ice pillar directly. - Jump cancellable and all jumping normals connect. - CH is comboable to 2hs - Aerial CH is comboable to Ice wheel, Ice missiles, Fire pillar and Overdrives ------------------------------- 2K: - Great low attack with very little disadvantage. You can use it for pressure/mixup. - Gatling to 6p, S,D and 2HS and comboable to everything except 2HS (CH only). - Comboable to ice pillar on crouching. - Not a great combo tool by itself. ------------------------------- c.S: - One of the best normals and is advantageous. - Use for pressure and frame traps and has great comboability. - Gatling to S, HS and D. Comboable to everything except 2HS (crouching or CH). - c.S>RRC>5D is a combo - Aerial combos similar with 5K - CH can be followed by 2P,5P and another c.S as a link. ------------------------------- 5S: - Good poke but is very disadvantageous, try to finish with HS or other options. - Gatling to and comboable only to 2S, HS, and D. - Combos with ice pillar. - Not much combos because its usually far and not jump cancellable . - Aerial CH combos into Ice wheel and Fire pillar. - Maybe there are uses to 5S>2S chain? ------------------------------- 2S: - Mainly an anti-air. - Gatling only to HS, D. - Jump cancellable and combos with all jumping normals. ------------------------------- 4S: - Great normal that multi-hits and can be used as anti-air. - Gatling to 2S, HS, D. - 4th hit Staggers. (If hits fully) - 4S>stagger>RRC>Throw is a useful combo maybe - Cancel to 2S when staggers and retreat? - Whiffs on crouching - Not jump cancellable. - Cancel it with Ice pillar for aerial combo. ------------------------------- 5HS: - Gives you good advantage on hit and not very bad disadvantage on block specially if hit within the proper range. - Gatling to D only. - Combos with Flame and Mirror Overdrives. - CH : * Can be followed by 5P as a link. * Combos with Laser Overdrive. - Combos with Ice wheel at close range. - Many combos are there after cancelling with a summon then RRC. ------------------------------- 2HS: - Confirm then use it on crouching opponents or CH by some normals. - Only gatling to D. - Hits 2 times. - Launchs in the air and nothing new for combabiliy except cancelling the 2nd hit into Flame overdrive or Flame pillar(depending on spacing) ------------------------------- 6HS: - Can be charged for more damage/more knockdown time. - It knockdown aerial opponents. - Has the same possibility as 5HS for summon RRC combos or maybe more. - Being charged and CH both give you more time in knockdown and if you get a charged CH you will get even more knockdown time. ------------------------------- 5D: - Notice the good range both vertically and horizontally that it can combo after some RRC. It can combo after 2HS (Just an example to show the range) ------------------------------- 2D: - Long range sweep and usually the ender of the chain that usually cancelled to Ice pillar. - It can be followed by 2K. - CH can combo to Fire pillar. ------------------------------- j.P: - Fastest jumping normal. - Gatling to j.P, j.K and j.S - Air-to-air - Aerial combo starter ------------------------------- j.K: - Gatling to j.P, j.S and j.HS. - Air-to-Ground. - Jump-ins starter. ------------------------------- j.S: - Gatling to j.P,j.HS and j.D. - Great air-to-air with good range. - Choose to finish with j.D or j.HS depending on the situation/height. ------------------------------- j.HS: - Air combo/jump-in ender, no Gatling. - Late aerial attack gives more combos in ground or air specially with CH. - Great for hitting the bubbles to make combo extensions. ------------------------------- j.D: - Aerial launcher as an ender to high aerial combos that gives you time to reposition and summon. - When hitting late as a Low launcher, if you attack with 2 hits it will launch in the air to make you continue the air combo. If with one hit, you can either make an aerial combo or make knockdown by 6hs. ( Low Airdash>j.ksd>6HS for example)
  23. As a Dizzy player, its important to know whats happening after summoning objects to get more advantage and better control on your opponent. I tried to get some ideas and conceptualize what will happen and put it in words so it be clear. You may already used these ideas in your game but the words will make things clearer and maybe help to organize your gameplan. I'll use these words in the description and info later and if you have more ideas, you can add. These ideas may be interrelated in many situations and of course are not seperated. Concepts and Ideas: 1- Covering: Trying to cover as much space in the screen as possible. 2- Guard: Summons that will attack the close-mid range area forming a guard against your opponent. 3- Safety net: When two or more summons attack simultaneously/successively to make the former move safe. 4- Pinning: When the opponent is pinned because of blocking the summon and you can use that interval for offensive or defensive purposes (usually after yrc). 5- Deadlock: When successive summons prevents the opponent from moving. 6- Controlling: Using a certain summon to make opponent move or hit then responding to that action. 7- Frame trap (by summons): By mixing up between fire and ice or delaying a summon slightly you can frame trap your opponent. --- Normals, specials, combinations ...etc are coming in the next posts
  24. Hello everyone, I'll try to help anyone wanting to play Dizzy. I noticed that many people are discouraged to try Dizzy and think she is weak because of certain aspects like oki and give up trying the character and improving. One of the most fun things in games in general and fighting games in particular is discovery, trying and overcoming hardships. So don't give up on improving and discovering the character and your abilities. Generally, Dizzy is very mobile but her normals and specials are slow. You need to position yourself and use summons for attacking and defending. If you don't like being on the defensive sometimes, then you may not like the gameplay of the character. However, after some patience and calculated planning, you may get good rewards. In my opinion, Dizzy is interesting . You have many tools to deal with different situations and two types of each tool (ice and fire) and I believe the potential of Dizzy is big. I hope this topic helps by giving insight about what you can do. Its not possible to list everything but I'll put the things I found. General notes: 1- Try to hit every normal at exact ranges to reduce the disadvantage. 2- Information here are general. Playstyle is your choice, you can be offensive or defensive ...etc 3- Summons/actions combinations will give different results. I'll try to cover the different scenarios/combinations. 4- I'll use special and convenient names for specials. 5- Summons from the same group cannot be launched together and there is little cool down on some moves so you need to know the timing. (exception is pillars RC) 6- Fire and ice has different properties, generally ice is faster, fire is slower but safer with more variety and damage. Naming and notations: Bubbles: j.236P and j.236K Wheels: 236P and 236K Pillars: 236S and 236HS Fishes: 214X or j.214X, X is any button from P to D Missiles: 421S, 421HS Flame Overdrive: 632146S Mirror Overdrive: 632146P Laser Overdrive: 64641236HS
  25. I still think its early to judge the character. Specials are slow and the oki is currently not great but if you think about it from different point of view, they give you time to follow them and add more summons or do other actions. As they stated, its the design of the character vs the game mechanics. Generally, I don't think her being very bad to the level of not being viable. I still think there is much room for improvement and lets not forget that Dizzy with tension is not that weak actually. I don't know about how fast is her meter gain but if they make it faster, will this solve the problem? because I think she has more possibilities for oki and stronger neutral with meter.
×
×
  • Create New...